Update log
Full Samson update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Server
- Fixes
- Store
- Events
- Balance
Hey everyone!
As we continue to support Samson, today we are back with update #4! This one is packed with fixes and improvements across the board. To highlight a few: we've reworked how the police pursuit works to make them feel more dynamic, tightened up combat to make fights flow more naturally, and squashed a number of bugs. There are also some QoL additions, such as the option to skip cutscenes.
As always we are present in the steam forums and on our discord server. We value your feedback and input so make sure to share your thoughts!
Read full changelog below!
Missions & Jobs
Addressed some issues which prevented Story Chapters appearing if the player's game got into a bad state, this should prevent this from occurring in the future as well as for those currently affected
Various issues addressed for Chapter 8 "He Has Risen" to make the logic more robust and prevent future issues occurring
Addressed an issue which prevented Objective descriptions and markers showing for Chapter 11 "Crucifix Connection"
Player should no longer be able to get locked in the Containers during Chapter 12 "Rosary Requiem"
Addressed various issues with dying, accepting defeat then replaying missions the next day that would prevent or confuse progress, if you still encounter a case of this please do let us know on our Discord or Steam Bug Reporting discussion group
Ambushers should now spawn properly during the "Not too old for Shit" Job. This should also fix most cases in other Jobs where expected combatants were not spawning in.
Jack missions should now show the correct number of required items to be collected in the HUD
Vehicles
Several changes to how Enforcement encounters work to make them feel more fair and less frustrating. Rather than knowing exactly where you are at all times, instead the Player will generate Breadcrumbs that the Police can follow, the Police will consume these breadcrumbs while pursuing the player and once the last is consumed, if they then still don't see the player, they will start to search for them in a more "random" manner. This should reward the Player for more effectively hiding from the Police and make the experience more engaging
Further tweaks to lower the time required to escape during Wanted events further on each subsequent time the Escape Cooldown is triggered. Lowered to 3 from 5 seconds for each escape, max reduction is lowered to 12 from 20 seconds.
Raised the weak spot health of the recently added Drift & Rallycross variations to make them more robust for using in the various activities
Improved traffic & civilian navigation
Cost for refiling Nitrous will be correct even when you have multiple Nitrous Tanks
Speedometer will now work correctly when reversing the player car
Cars should no longer be reversing on their own when you first enter them
Smoothened the experience when being pulled out of vehicles
Police Patrols should be more frequent and follow their intended routes
Made the police react when observing the player stealing a car
When the engine has been turned off you can start it by reversing, just as you do with going forward
Combat
Increased players chance to hit when varying the attacks
Decreased NPCs chance to defend against shoves
Decreased NPCs overall chance to defend
Addressed an issue preventing the NPCs counter attack after parrying predictable attacks
Worked to prevent jittering NPCs during fights, especially against very defensive enemies
Tuned parries to show more of the punch animations before the parry animation kicks in
Prevent excessively
Source
